[03:15] *** DopefishJ has joined #jsmess [03:16] *** DFJustin has quit IRC (Ping timeout: 260 seconds) [08:55] *** godane has quit IRC (Read error: Operation timed out) [09:34] *** godane has joined #jsmess [16:40] OK, I got sidelined with the whole "Citizen Radio" thing, going back to handhelds. [17:38] Handhelds over, also adding more driver [17:38] DopefishJ: Might need help with some resolution determining [17:40] *** DopefishJ is now known as DFJustin [18:06] hh_merlin [18:06] Can't find resolution request [18:08] https://github.com/mamedev/mame/blob/839f9632027fae231edf355bb4b059e169b5de27/src/mame/drivers/hh_tms1k.cpp [18:08] Searching [18:08] it's in the layout file and not the cpp [18:11] it's a vector layout so you have to actually run mame to render it and find out what aspect ratio it is I think [18:11] E-fucking gad [18:12] https://archive.org/details/hh_merlin [18:14] looks like 400x980 or anything proportional to that [18:14] https://archive.org/details/hh_f2pbball [18:15] it might be easier to turn keepaspect back on for the hh systems (we have it turned off so that it does integer scaling on bitmap systems but that doesn't matter here) [18:16] that would be an emularity change I think [18:17] then you could just say 640x480 or whatever and let mame figure it out from there [18:19] db48x: can we have like a vector: "1" flag in the json [18:20] or keepaspect: [19:42] Hey, so, can we make touch work for the Merlin? [20:11] DFJustin: sure [20:12] keepaspect: true or vector: true, whichever you prefer [20:14] SketchCow: should Just Work (tm) [20:16] I guess keepaspect is better [20:27] https://archive.org/details/hh_simon [20:28] That one's a mess. [20:28] Won't light up [20:29] the artwork is probably from an older version [21:08] I guess it would actually be keepaspect: false [21:08] since the current default is to add -nokeepaspect to the mame command line [21:08] (I hate negative options though) [21:16] if ('keepAspect' in modulecfg) { [21:16] cfgr.keepAspect(modulecfg.keepAspect); [21:16] } else { [21:16] cfgr.keepAspect(true); [21:17] } [21:18] that's not right [21:20] the current default is -nokeepaspect, so if it's not specified in the json, that's the same as keepaspect: false, and we don't need the if/else at all [21:25] oh, this discussion reminds me - is there an equivalent set of options for DosBoxLoader? it seems whenever there's a mode change, the canvas is changing size by default too [21:25] isn't that a feature? :) [21:28] normally yes....but when I'm using the image as a texture in webgl, it would be preferable if I could force it to a power-of-two canvas [21:28] * db48x nods [21:29] we really ought to be running everything in higher-resolution canvases anyway, so that MAME's in-game menus are legible [21:30] yeah [21:31] So, I'm dealing with my mistake of screenshotting the handhelds [21:31] I'm then going to go through and think if I want to add too many more handhelds. [21:31] This is, not surprisingly, a huge pain and a lot of manual work I'm doing. [21:33] while you think, let me know which json files you've uploaded so far [21:34] I ended up pulling them over and putting them into the glowing box [21:34] I mean, maybe some slipped between the cracks [21:34] But I think they're mostly all added [21:36] https://archive.org/details/hh_packmon [21:44] the problem is if we run in a higher-resolution canvas, mame scales up the game bitmap in software, and we're already fighting for cycles as it is [21:45] indeed [21:45] Yeah [21:45] the right way to do it, of course, would be to compile MAME without any of that UI at all [21:45] and then reimplement it in JS+HTML, around or on top of the canvas [21:46] well the right way to do it would be to compile with mame's old pixel font which is on my to-do list [21:46] oh that would be even better [21:46] but a lot more work [22:49] https://archive.org/details/hh_cpacman